Hand of Fate 2

Hand of Fate 2

Does fate favor you, Game Master?
Create and submit all-new encounters, challenges, equipment, traits, and more and shape your own adventures in the Game of Life and Death.
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Challenge Nearly Complete (Does the SDK support that yet?)
I've written and tested 11 encounters. I've only got 2 more to do and they're just the "You enter a new area" ones and I'm just planning on a bit of description there rather than having full encounters. So I'll be ready to assemble my challenge really soon.

I'm really aware that when I did the challenge tutorial a misclick created a cardset with a NULL value that I couldn't delete and that caused the thing to crash whenever I tried to load any mod. I really don't want to screw up my mod in an unfixable way that makes it crash, it was a known issue last week, so my main question is has that issue been resolved?



That's the only thing I really *need* to know to finish up, but there are a few things that could make it better:

I've got a custom spawner card for my boss, which is great. I can now draw the C of Mages. I can also change the objective so that killing the boss wins the encounter. Is there anything else I could do to make him more "bosslike" Is there a way to increase his health or damage? What about putting his health bar across the top of the screen with his name over it? Or having that zoom in and display some text thing the game sometimes does for bosses?

I've got a slightly messy situaiton where I add a card to a cardlist for a wheelspin and I'd like to remove the chosen card from the list (so the wheel can be spun again without getting the same result) but keep it the displaycontainer (so the player can see what cards they accumulate). Presently when I discard the card it disappears from the displaycontainer - I can bring it back by copying the card to another list and displaying that, but this results in the game playing an animation where the card is discarded from the display and then immediately drawn back into it - which is minimally functional but it'd be nicer if it didn't.

There are 3 spots that a < 5 sec voice clip would improve the game, is there are a way to do that?
Last edited by x_equals_speed; 19 Feb, 2018 @ 9:41am
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Showing 1-15 of 16 comments
Dargenom 5 19 Feb, 2018 @ 11:10am 
You could buff the boss by giving the player a curse card that lasts for only that combat, increasing the boss' health/speed/damage, etc. You can just change its traits so it doesn't say what the curse does. It's not ideal, but AFAIK it's the only way to influence monster stats at the moment.
x_equals_speed 1 19 Feb, 2018 @ 11:27am 
That's a clever solution, it wouldn't have occured to me to do it that way.
x_equals_speed 1 19 Feb, 2018 @ 11:29am 
Is there a way to give a player a curse "on the sly" rather than through the usual activate card method? It strikes me that it could bounce off the hat or armour of don't curse me.
Last edited by x_equals_speed; 19 Feb, 2018 @ 11:29am
x_equals_speed 1 19 Feb, 2018 @ 11:56am 
I tried adding to table/equippedcards but that didn't seem to work. Shame.
Dargenom 5 19 Feb, 2018 @ 1:39pm 
I didn't think of the player preventing the curse. That makes things much trickier. Ah well, I'll have to have a think on that one.

Now that I have time to look at your wheel gambit problem though, could you screenshot the encounter table with the wheel gambit options visible?
Just so I can get a clear picture of what's going on. :)
shiva  [developer] 2 19 Feb, 2018 @ 3:33pm 
The issue with the card set was fixed in 1.2.6.

Dargenom's idea about the curse to modify the enemy is a good idea, but I'd take it one step further and use a 'Utility' card. They are our go to for Curses/Blessings that we don't want to consider a Curse/Blessing. As to your other requests (health bar, showcase), these things are possible but they're just a bit off-the-map. I'm not in the office today so I don't feel confident giving you steps you should follow off the top of my head, but I'll make a note to do this when I'm next able. (Or if Nic see's this and has some time, he can try: double-clicking an AIRef link to see it in an inspector, copy/paste components onto new object, manually tag new prefab with 'mod/<modname>/airefs', closing/reopening hof editors to make it appear in AIRef asset selector). Or if you just can't wait to try it, at least try it in a fresh project first. I should probably add an editor for setting these objects up, and adding health/damage multipliers would be a good thing too.

I don't have a solution for your exact wheel spin / display container idea. The closest scenario I can think of off the top of my head would be the Alchemist (subsequent wheel spins with tracked selections), so I'd be looking at how that one works for suggestions.

Can you provide a bit more information about the voice clips? Do you want to reuse existing dealer lines or make your own? In what situations do you want to trigger them?
x_equals_speed 1 19 Feb, 2018 @ 4:22pm 
Neat :) I'll go ahead and make the challenge then!

If these things are going to wind up in the tools sooner or later then I'll just work on the core project for now and patch them in later when I'm less likely to break everything forever by attenting it ;)

Alchemist is indeed the closest and some of my behaviour is based on it, but I don't think I can replicate the solution there because it seems to rely on ... hang on a minute, of course I can. I was thinking I had to do something at a particular point in time where I know exactly what I want t do, but I can just stash that info in a variable and do it later so the thing happens immediately before the wheel spin which will either look less odd or cover it happening altogether. I just needed to think about the problem clearly for a minute.

I'd want to record my own and have them play ideally at a particular time within resolving an encounter card, but if not on that card being drawn.

The premise I've taken is that the game of life and death is one of several magical games that shape the world and that a dealer from one of the other games is meddling. Cutting in with a different voice would be a good way to distinguish a character met in a card that's presumably someone from the player's life rather than a character who's actively interfering in the game itself.

These things are all bells and whistles though, I should focus on getting the core campaign up and running, then I can add shinies.
SlyNic 6 19 Feb, 2018 @ 5:29pm 
Originally posted by x_equals_speed:
Neat :) I'll go ahead and make the challenge then!

If these things are going to wind up in the tools sooner or later then I'll just work on the core project for now and patch them in later when I'm less likely to break everything forever by attenting it ;)

Alchemist is indeed the closest and some of my behaviour is based on it, but I don't think I can replicate the solution there because it seems to rely on ... hang on a minute, of course I can. I was thinking I had to do something at a particular point in time where I know exactly what I want t do, but I can just stash that info in a variable and do it later so the thing happens immediately before the wheel spin which will either look less odd or cover it happening altogether. I just needed to think about the problem clearly for a minute.

I'd want to record my own and have them play ideally at a particular time within resolving an encounter card, but if not on that card being drawn.

The premise I've taken is that the game of life and death is one of several magical games that shape the world and that a dealer from one of the other games is meddling. Cutting in with a different voice would be a good way to distinguish a character met in a card that's presumably someone from the player's life rather than a character who's actively interfering in the game itself.

These things are all bells and whistles though, I should focus on getting the core campaign up and running, then I can add shinies.
Hello, thanks for the inquiry! I’ve put together some documentation for you in regards to custom showcases and health bars for your boss.
  • Create an empty gameobject in your Hierarchy.
  • Name this game object ”yourMonsterCard”_REF.
  • Inspector > Add component > AI Ref
  • Inspector > Add component > Local String Library
  • Within the AI Ref component, you’ll have to set some date…
  • Ai = the monster for your card (in your case a mage?)
  • Id = set this as “testMonster” or whatever…
  • Name = set this as the name you want the showcase to use as the header, ie. “Captain Fantastic”...
  • Boss = tick this option as you are making a boss card?
  • Show Health Bar = tick this option to show the health bar along with the Name at the top of the screen in combat.
  • Intro = select the showcase that you want to use for your monster.
  • Combat Music = select the combat music to play.
  • Show Case Description = set this as the description you want under the boss cards name in the showcase.
  • Creature Ref Link = set this to the appropriate creature ref.
  • Showcase Theme = set this to the theme you want for your showcase.

You'll have to manually assign this custom AI Ref to your mods asset bundles. If you select the gameobject and view it in the inspector, you'll have a dropdown at the very bottom of the inspector that is reading "none". Select the first drop down bar and click "New...". Type the following: mod/"yourmodname"/airefs.

Note: Showcase Theme’s are not openly accessible to you through the toolkit, but if you duplicate an exisitng monster card and select the AI Ref connected to the spawner of that card, you can view Showcase Theme’s. I’d recommend that you do this at the start and just alter the data to your liking.

Hope this helps!
Last edited by SlyNic; 19 Feb, 2018 @ 5:32pm
x_equals_speed 1 19 Feb, 2018 @ 6:48pm 
Alright, I've got the mod done and have played through the challenge on my download with no crashes or unexpected behaviour. Woohoo! Hopefully that'll be everyone else's experience too.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1300755438

It's now coming up on 3am here so I'm going to call it there and have a go at making the final boss battle showier later this week, as well as implementing a couple of other suggestions from this thread.

Night all and thanks again for help and suggestions :)
Dargenom 5 19 Feb, 2018 @ 9:01pm 
Nice that it all sorted itself out, and congrats on finishing your mod! :)
x_equals_speed 1 20 Feb, 2018 @ 3:26am 
Thanks for playing and commenting :)

I think I'd describe it as 'published' rather than 'finished' there's still plenty of room for improvement.
x_equals_speed 1 20 Feb, 2018 @ 5:24am 
The creation of **NULL** cardset problem isn't dealt with.
It happened again, it's still undeletable, it still makes the mod unplayable.
I guess as long as I never upload the update what I've done so far will continue to work for everyone else, but I don't see any way to make further improvements.

It also seems to screw up the editor itself in some way I get a wierd vertical line down the page

https://www.3dtotalgames.com/wp-content/uploads/2018/02/NULL.jpg
x_equals_speed 1 20 Feb, 2018 @ 2:05pm 
I deleted the encounter and built it again and that fixed the problem, but it's not a step I want to take often.
x_equals_speed 1 20 Feb, 2018 @ 3:11pm 
Originally posted by SlyNic:
Hello, thanks for the inquiry! I’ve put together some documentation for you in regards to custom showcases and health bars for your boss.
  • Create an empty gameobject in your Hierarchy.
  • Name this game object ”yourMonsterCard”_REF.
  • Inspector > Add component > AI Ref
  • Inspector > Add component > Local String Library
  • Within the AI Ref component, you’ll have to set some date…
  • Ai = the monster for your card (in your case a mage?)
  • Id = set this as “testMonster” or whatever…
  • Name = set this as the name you want the showcase to use as the header, ie. “Captain Fantastic”...
  • Boss = tick this option as you are making a boss card?
  • Show Health Bar = tick this option to show the health bar along with the Name at the top of the screen in combat.
  • Intro = select the showcase that you want to use for your monster.
  • Combat Music = select the combat music to play.
  • Show Case Description = set this as the description you want under the boss cards name in the showcase.
  • Creature Ref Link = set this to the appropriate creature ref.
  • Showcase Theme = set this to the theme you want for your showcase.

You'll have to manually assign this custom AI Ref to your mods asset bundles. If you select the gameobject and view it in the inspector, you'll have a dropdown at the very bottom of the inspector that is reading "none". Select the first drop down bar and click "New...". Type the following: mod/"yourmodname"/airefs.

Note: Showcase Theme’s are not openly accessible to you through the toolkit, but if you duplicate an exisitng monster card and select the AI Ref connected to the spawner of that card, you can view Showcase Theme’s. I’d recommend that you do this at the start and just alter the data to your liking.

Hope this helps!

I just had a go at this, but it's having no appriciable effect for good or ill. Everything seems to have worked in that the new object displays the desired value, but on testing the encounter everything is as it was.

I feel like I must be missing a step where I tell the monster card or the monster spawner to use this new AI ref? I couldn't find anywhere in either to indicate it
SlyNic 6 20 Feb, 2018 @ 3:45pm 
Originally posted by x_equals_speed:
Originally posted by SlyNic:
Hello, thanks for the inquiry! I’ve put together some documentation for you in regards to custom showcases and health bars for your boss.
  • Create an empty gameobject in your Hierarchy.
  • Name this game object ”yourMonsterCard”_REF.
  • Inspector > Add component > AI Ref
  • Inspector > Add component > Local String Library
  • Within the AI Ref component, you’ll have to set some date…
  • Ai = the monster for your card (in your case a mage?)
  • Id = set this as “testMonster” or whatever…
  • Name = set this as the name you want the showcase to use as the header, ie. “Captain Fantastic”...
  • Boss = tick this option as you are making a boss card?
  • Show Health Bar = tick this option to show the health bar along with the Name at the top of the screen in combat.
  • Intro = select the showcase that you want to use for your monster.
  • Combat Music = select the combat music to play.
  • Show Case Description = set this as the description you want under the boss cards name in the showcase.
  • Creature Ref Link = set this to the appropriate creature ref.
  • Showcase Theme = set this to the theme you want for your showcase.

You'll have to manually assign this custom AI Ref to your mods asset bundles. If you select the gameobject and view it in the inspector, you'll have a dropdown at the very bottom of the inspector that is reading "none". Select the first drop down bar and click "New...". Type the following: mod/"yourmodname"/airefs.

Note: Showcase Theme’s are not openly accessible to you through the toolkit, but if you duplicate an exisitng monster card and select the AI Ref connected to the spawner of that card, you can view Showcase Theme’s. I’d recommend that you do this at the start and just alter the data to your liking.

Hope this helps!

I just had a go at this, but it's having no appriciable effect for good or ill. Everything seems to have worked in that the new object displays the desired value, but on testing the encounter everything is as it was.

I feel like I must be missing a step where I tell the monster card or the monster spawner to use this new AI ref? I couldn't find anywhere in either to indicate it

So in your spawner you'll need to assign this new ref. :-)
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